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https://github.com/Woohyun-Kang/Sharp-Shimmerless-Shader Interesting when the current core is not displayed in pixel perfect mode From BionicLuke: These are interpolation shaders, they're meant to balance pixels out when the image is not integer scaled the effects should be noticeable in NES/SNES games, for example I used both sharp-shimmerless-rgb and sharp-bilinear-simple and they worked just fine on stock If you tested with GB/GBC it will not show any difference as they are already pixel perfect on 720p, try GBA, SNES, NES, PS, MD, SMS etc.
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126 changes: 126 additions & 0 deletions
126
...Arch/.retroarch/shaders/shaders_glsl/sharp-shimmerless/shaders/sharp-shimmerless-bgr.glsl
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/* | ||
* sharp-shimmerless-bgr | ||
* Author: zadpos | ||
* License: Public domain | ||
* | ||
* Sharp-Shimmerless shader for BGR subpixels | ||
*/ | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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void main() | ||
{ | ||
vec2 pixel_xy = TEX0.xy * OutputSize * TextureSize / InputSize; | ||
vec4 pixel_floored, pixel_ceiled; | ||
pixel_floored = floor(pixel_xy).xxxy; | ||
pixel_floored.x -= 0.33; | ||
pixel_floored.z += 0.33; | ||
pixel_ceiled = ceil(pixel_xy).xxxy; | ||
pixel_ceiled.x -= 0.33; | ||
pixel_ceiled.z += 0.33; | ||
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vec4 scale = OutputSize.xxxy / InputSize.xxxy; | ||
vec4 invscale = InputSize.xxxy / OutputSize.xxxy; | ||
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vec4 texel_floored = floor(invscale * pixel_floored); | ||
vec4 texel_ceiled = floor(invscale * pixel_ceiled); | ||
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vec4 mod_texel; | ||
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if (texel_floored.x == texel_ceiled.x) { | ||
mod_texel.x = texel_ceiled.x + 0.5; | ||
} else { | ||
mod_texel.x = texel_ceiled.x + 0.5 - (scale.x * texel_ceiled.x - pixel_floored.x); | ||
} | ||
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if (texel_floored.y == texel_ceiled.y) { | ||
mod_texel.y = texel_ceiled.y + 0.5; | ||
} else { | ||
mod_texel.y = texel_ceiled.y + 0.5 - (scale.y * texel_ceiled.y - pixel_floored.y); | ||
} | ||
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if (texel_floored.z == texel_ceiled.z) { | ||
mod_texel.z = texel_ceiled.z + 0.5; | ||
} else { | ||
mod_texel.z = texel_ceiled.z + 0.5 - (scale.z * texel_ceiled.z - pixel_floored.z); | ||
} | ||
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if (texel_floored.w == texel_ceiled.w) { | ||
mod_texel.w = texel_ceiled.w + 0.5; | ||
} else { | ||
mod_texel.w = texel_ceiled.w + 0.5 - (scale.w * texel_ceiled.w - pixel_floored.w); | ||
} | ||
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FragColor.b = COMPAT_TEXTURE(Texture, mod_texel.xw / TextureSize).b; | ||
FragColor.g = COMPAT_TEXTURE(Texture, mod_texel.yw / TextureSize).g; | ||
FragColor.r = COMPAT_TEXTURE(Texture, mod_texel.zw / TextureSize).r; | ||
FragColor.a = 1.0; | ||
} | ||
#endif |
126 changes: 126 additions & 0 deletions
126
...Arch/.retroarch/shaders/shaders_glsl/sharp-shimmerless/shaders/sharp-shimmerless-rgb.glsl
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/* | ||
* sharp-shimmerless-rgb | ||
* Author: zadpos | ||
* License: Public domain | ||
* | ||
* Sharp-Shimmerless shader for RGB subpixels | ||
*/ | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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void main() | ||
{ | ||
vec2 pixel_xy = TEX0.xy * OutputSize * TextureSize / InputSize; | ||
vec4 pixel_floored, pixel_ceiled; | ||
pixel_floored = floor(pixel_xy).xxxy; | ||
pixel_floored.x -= 0.33; | ||
pixel_floored.z += 0.33; | ||
pixel_ceiled = ceil(pixel_xy).xxxy; | ||
pixel_ceiled.x -= 0.33; | ||
pixel_ceiled.z += 0.33; | ||
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vec4 scale = OutputSize.xxxy / InputSize.xxxy; | ||
vec4 invscale = InputSize.xxxy / OutputSize.xxxy; | ||
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vec4 texel_floored = floor(invscale * pixel_floored); | ||
vec4 texel_ceiled = floor(invscale * pixel_ceiled); | ||
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vec4 mod_texel; | ||
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if (texel_floored.x == texel_ceiled.x) { | ||
mod_texel.x = texel_ceiled.x + 0.5; | ||
} else { | ||
mod_texel.x = texel_ceiled.x + 0.5 - (scale.x * texel_ceiled.x - pixel_floored.x); | ||
} | ||
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if (texel_floored.y == texel_ceiled.y) { | ||
mod_texel.y = texel_ceiled.y + 0.5; | ||
} else { | ||
mod_texel.y = texel_ceiled.y + 0.5 - (scale.y * texel_ceiled.y - pixel_floored.y); | ||
} | ||
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if (texel_floored.z == texel_ceiled.z) { | ||
mod_texel.z = texel_ceiled.z + 0.5; | ||
} else { | ||
mod_texel.z = texel_ceiled.z + 0.5 - (scale.z * texel_ceiled.z - pixel_floored.z); | ||
} | ||
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if (texel_floored.w == texel_ceiled.w) { | ||
mod_texel.w = texel_ceiled.w + 0.5; | ||
} else { | ||
mod_texel.w = texel_ceiled.w + 0.5 - (scale.w * texel_ceiled.w - pixel_floored.w); | ||
} | ||
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FragColor.r = COMPAT_TEXTURE(Texture, mod_texel.xw / TextureSize).r; | ||
FragColor.g = COMPAT_TEXTURE(Texture, mod_texel.yw / TextureSize).g; | ||
FragColor.b = COMPAT_TEXTURE(Texture, mod_texel.zw / TextureSize).b; | ||
FragColor.a = 1.0; | ||
} | ||
#endif |
125 changes: 125 additions & 0 deletions
125
...rch/.retroarch/shaders/shaders_glsl/sharp-shimmerless/shaders/sharp-shimmerless-vbgr.glsl
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,125 @@ | ||
/* | ||
* sharp-shimmerless-vbgr | ||
* Author: zadpos | ||
* License: Public domain | ||
* | ||
* Sharp-Shimmerless shader for v-BGR subpixels | ||
*/ | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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void main() | ||
{ | ||
vec2 pixel_xy = TEX0.xy * OutputSize * TextureSize / InputSize; | ||
vec4 pixel_floored = floor(pixel_xy).xyyy; | ||
pixel_floored.y -= 0.33; | ||
pixel_floored.w += 0.33; | ||
vec4 pixel_ceiled = ceil(pixel_xy).xyyy; | ||
pixel_ceiled.y -= 0.33; | ||
pixel_ceiled.w += 0.33; | ||
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vec4 scale = OutputSize.xyyy / InputSize.xyyy; | ||
vec4 invscale = InputSize.xyyy / OutputSize.xyyy; | ||
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vec4 texel_floored = floor(invscale * pixel_floored); | ||
vec4 texel_ceiled = floor(invscale * pixel_ceiled); | ||
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vec4 mod_texel; | ||
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if (texel_floored.x == texel_ceiled.x) { | ||
mod_texel.x = texel_ceiled.x + 0.5; | ||
} else { | ||
mod_texel.x = texel_ceiled.x + 0.5 - (scale.x * texel_ceiled.x - pixel_floored.x); | ||
} | ||
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if (texel_floored.y == texel_ceiled.y) { | ||
mod_texel.y = texel_ceiled.y + 0.5; | ||
} else { | ||
mod_texel.y = texel_ceiled.y + 0.5 - (scale.y * texel_ceiled.y - pixel_floored.y); | ||
} | ||
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if (texel_floored.z == texel_ceiled.z) { | ||
mod_texel.z = texel_ceiled.z + 0.5; | ||
} else { | ||
mod_texel.z = texel_ceiled.z + 0.5 - (scale.z * texel_ceiled.z - pixel_floored.z); | ||
} | ||
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if (texel_floored.w == texel_ceiled.w) { | ||
mod_texel.w = texel_ceiled.w + 0.5; | ||
} else { | ||
mod_texel.w = texel_ceiled.w + 0.5 - (scale.w * texel_ceiled.w - pixel_floored.w); | ||
} | ||
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FragColor.b = COMPAT_TEXTURE(Texture, mod_texel.xy / TextureSize).b; | ||
FragColor.g = COMPAT_TEXTURE(Texture, mod_texel.xz / TextureSize).g; | ||
FragColor.r = COMPAT_TEXTURE(Texture, mod_texel.xw / TextureSize).r; | ||
FragColor.a = 1.0; | ||
} | ||
#endif |
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